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+#version 450
+
+// A post pass (docs/render-pipeline.md ยง6): one fullscreen triangle from
+// gl_VertexIndex, no vertex buffer. The Shadertoy fragment shader works from
+// gl_FragCoord, y down, as its fragCoord.
+
+void main() {
+ vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2));
+ gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
+}